CTextureDecoder: Make use of unsigned stream utilities where applicable
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@ -241,9 +241,9 @@ void CTextureDecoder::ReadTXTR(IInputStream& rTXTR)
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{
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// Read TXTR header
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mTexelFormat = ETexelFormat(rTXTR.ReadLong());
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mWidth = rTXTR.ReadShort();
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mHeight = rTXTR.ReadShort();
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mNumMipMaps = rTXTR.ReadLong();
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mWidth = rTXTR.ReadUShort();
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mHeight = rTXTR.ReadUShort();
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mNumMipMaps = rTXTR.ReadULong();
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// For C4 and C8 images, read palette
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if (mTexelFormat == ETexelFormat::GX_C4 || mTexelFormat == ETexelFormat::GX_C8)
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@ -274,17 +274,17 @@ void CTextureDecoder::ReadDDS(IInputStream& rDDS)
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return;
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}
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const uint32 ImageDataStart = rDDS.Tell() + rDDS.ReadLong();
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const uint32 ImageDataStart = rDDS.Tell() + rDDS.ReadULong();
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rDDS.Seek(0x4, SEEK_CUR); // Skipping flags
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mHeight = static_cast<uint16>(rDDS.ReadLong());
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mWidth = static_cast<uint16>(rDDS.ReadLong());
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mHeight = static_cast<uint16>(rDDS.ReadULong());
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mWidth = static_cast<uint16>(rDDS.ReadULong());
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rDDS.Seek(0x8, SEEK_CUR); // Skipping linear size + depth
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mNumMipMaps = rDDS.ReadLong() + 1; // DDS doesn't seem to count the first mipmap
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mNumMipMaps = rDDS.ReadULong() + 1; // DDS doesn't seem to count the first mipmap
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rDDS.Seek(0x2C, SEEK_CUR); // Skipping reserved
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// Pixel Format
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rDDS.Seek(0x4, SEEK_CUR); // Skipping size
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mDDSInfo.Flags = rDDS.ReadLong();
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mDDSInfo.Flags = rDDS.ReadULong();
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const CFourCC Format(rDDS);
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if (Format == "DXT1") mDDSInfo.Format = SDDSInfo::DXT1;
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@ -295,11 +295,11 @@ void CTextureDecoder::ReadDDS(IInputStream& rDDS)
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else
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{
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mDDSInfo.Format = SDDSInfo::RGBA;
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mDDSInfo.BitCount = rDDS.ReadLong();
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mDDSInfo.RBitMask = rDDS.ReadLong();
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mDDSInfo.GBitMask = rDDS.ReadLong();
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mDDSInfo.BBitMask = rDDS.ReadLong();
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mDDSInfo.ABitMask = rDDS.ReadLong();
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mDDSInfo.BitCount = rDDS.ReadULong();
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mDDSInfo.RBitMask = rDDS.ReadULong();
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mDDSInfo.GBitMask = rDDS.ReadULong();
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mDDSInfo.BBitMask = rDDS.ReadULong();
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mDDSInfo.ABitMask = rDDS.ReadULong();
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mDDSInfo.RShift = CalculateShiftForMask(mDDSInfo.RBitMask);
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mDDSInfo.GShift = CalculateShiftForMask(mDDSInfo.GBitMask);
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mDDSInfo.BShift = CalculateShiftForMask(mDDSInfo.BBitMask);
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@ -471,13 +471,13 @@ void CTextureDecoder::FullDecodeGXTexture(IInputStream& rTXTR)
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// I4/C4/CMPR require reading more than one pixel at a time
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if (mTexelFormat == ETexelFormat::GX_I4)
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{
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const uint8 Byte = rTXTR.ReadByte();
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const uint8 Byte = rTXTR.ReadUByte();
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Out.WriteLong(DecodePixelI4(Byte, 0).ToLongARGB());
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Out.WriteLong(DecodePixelI4(Byte, 1).ToLongARGB());
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}
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else if (mTexelFormat == ETexelFormat::GX_C4)
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{
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const uint8 Byte = rTXTR.ReadByte();
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const uint8 Byte = rTXTR.ReadUByte();
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Out.WriteLong(DecodePixelC4(Byte, 0, mPaletteInput).ToLongARGB());
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Out.WriteLong(DecodePixelC4(Byte, 1, mPaletteInput).ToLongARGB());
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}
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@ -642,23 +642,23 @@ void CTextureDecoder::DecodeDDS(IInputStream& rDDS)
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void CTextureDecoder::ReadPixelsI4(IInputStream& rSrc, IOutputStream& rDst)
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{
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const uint8 Pixels = rSrc.ReadByte();
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rDst.WriteByte(Extend4to8(Pixels >> 4));
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rDst.WriteByte(Extend4to8(Pixels >> 4));
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rDst.WriteByte(Extend4to8(Pixels));
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rDst.WriteByte(Extend4to8(Pixels));
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rDst.WriteUByte(Extend4to8(Pixels >> 4));
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rDst.WriteUByte(Extend4to8(Pixels >> 4));
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rDst.WriteUByte(Extend4to8(Pixels));
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rDst.WriteUByte(Extend4to8(Pixels));
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}
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void CTextureDecoder::ReadPixelI8(IInputStream& rSrc, IOutputStream& rDst)
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{
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const uint8 Pixel = rSrc.ReadByte();
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rDst.WriteByte(Pixel);
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rDst.WriteByte(Pixel);
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const uint8 Pixel = rSrc.ReadUByte();
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rDst.WriteUByte(Pixel);
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rDst.WriteUByte(Pixel);
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}
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void CTextureDecoder::ReadPixelIA4(IInputStream& rSrc, IOutputStream& rDst)
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{
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// this can be left as-is for DDS conversion, but opengl doesn't support two components in one byte...
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const uint8 Byte = rSrc.ReadByte();
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const uint8 Byte = rSrc.ReadUByte();
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const uint8 Alpha = Extend4to8(Byte >> 4);
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const uint8 Lum = Extend4to8(Byte);
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rDst.WriteShort((Lum << 8) | Alpha);
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@ -675,7 +675,7 @@ void CTextureDecoder::ReadPixelsC4(IInputStream& rSrc, IOutputStream& rDst)
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// this is the only way to get them to decode correctly for now.
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// Commented-out code is proper C4 decoding. Dedicated font texture-decoding function
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// is probably going to be necessary in the future.
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const uint8 Byte = rSrc.ReadByte();
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const uint8 Byte = rSrc.ReadUByte();
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std::array<uint8, 2> Indices;
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Indices[0] = (Byte >> 4) & 0xF;
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Indices[1] = Byte & 0xF;
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@ -726,7 +726,7 @@ void CTextureDecoder::ReadPixelRGB565(IInputStream& rSrc, IOutputStream& rDst)
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void CTextureDecoder::ReadPixelRGB5A3(IInputStream& rSrc, IOutputStream& rDst)
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{
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const uint16 Pixel = rSrc.ReadShort();
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const uint16 Pixel = rSrc.ReadUShort();
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uint8 R, G, B, A;
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if (Pixel & 0x8000) // RGB5
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@ -750,12 +750,12 @@ void CTextureDecoder::ReadPixelRGB5A3(IInputStream& rSrc, IOutputStream& rDst)
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void CTextureDecoder::ReadPixelRGBA8(IInputStream& rSrc, IOutputStream& rDst)
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{
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const uint16 AR = rSrc.ReadShort();
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const uint16 AR = rSrc.ReadUShort();
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rSrc.Seek(0x1E, SEEK_CUR);
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const uint16 GB = rSrc.ReadShort();
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const uint16 GB = rSrc.ReadUShort();
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rSrc.Seek(-0x20, SEEK_CUR);
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const uint32 Pixel = (AR << 16) | GB;
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rDst.WriteLong(Pixel);
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rDst.WriteULong(Pixel);
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}
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void CTextureDecoder::ReadSubBlockCMPR(IInputStream& rSrc, IOutputStream& rDst)
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@ -765,9 +765,9 @@ void CTextureDecoder::ReadSubBlockCMPR(IInputStream& rSrc, IOutputStream& rDst)
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for (uint32 iByte = 0; iByte < 4; iByte++)
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{
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uint8 Byte = rSrc.ReadByte();
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uint8 Byte = rSrc.ReadUByte();
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Byte = ((Byte & 0x3) << 6) | ((Byte & 0xC) << 2) | ((Byte & 0x30) >> 2) | ((Byte & 0xC0) >> 6);
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rDst.WriteByte(Byte);
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rDst.WriteUByte(Byte);
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}
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}
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@ -866,8 +866,8 @@ CColor CTextureDecoder::DecodePixelRGB5A3(uint16 Short)
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void CTextureDecoder::DecodeSubBlockCMPR(IInputStream& rSrc, IOutputStream& rDst, uint16 Width)
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{
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const uint16 PaletteA = rSrc.ReadShort();
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const uint16 PaletteB = rSrc.ReadShort();
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const uint16 PaletteA = rSrc.ReadUShort();
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const uint16 PaletteB = rSrc.ReadUShort();
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std::array<CColor, 4> Palettes{
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DecodePixelRGB565(PaletteA),
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@ -887,7 +887,7 @@ void CTextureDecoder::DecodeSubBlockCMPR(IInputStream& rSrc, IOutputStream& rDst
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for (uint32 iBlockY = 0; iBlockY < 4; iBlockY++)
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{
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const uint8 Byte = rSrc.ReadByte();
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const uint8 Byte = rSrc.ReadUByte();
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for (uint32 iBlockX = 0; iBlockX < 4; iBlockX++)
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{
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@ -905,8 +905,8 @@ void CTextureDecoder::DecodeBlockBC1(IInputStream& rSrc, IOutputStream& rDst, ui
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{
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// Very similar to the CMPR subblock function, but unfortunately a slight
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// difference in the order the pixel indices are read requires a separate function
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const uint16 PaletteA = rSrc.ReadShort();
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const uint16 PaletteB = rSrc.ReadShort();
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const uint16 PaletteA = rSrc.ReadUShort();
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const uint16 PaletteB = rSrc.ReadUShort();
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std::array<CColor, 4> Palettes{
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DecodePixelRGB565(PaletteA),
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@ -942,8 +942,8 @@ void CTextureDecoder::DecodeBlockBC1(IInputStream& rSrc, IOutputStream& rDst, ui
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void CTextureDecoder::DecodeBlockBC2(IInputStream& rSrc, IOutputStream& rDst, uint32 Width)
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{
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const uint16 PaletteA = rSrc.ReadShort();
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const uint16 PaletteB = rSrc.ReadShort();
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const uint16 PaletteA = rSrc.ReadUShort();
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const uint16 PaletteB = rSrc.ReadUShort();
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std::array<CColor, 4> CPalettes{
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DecodePixelRGB565(PaletteA),
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@ -963,7 +963,7 @@ void CTextureDecoder::DecodeBlockBC2(IInputStream& rSrc, IOutputStream& rDst, ui
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for (uint32 iBlockY = 0; iBlockY < 4; iBlockY++)
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{
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const uint8 Byte = rSrc.ReadByte();
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const uint8 Byte = rSrc.ReadUByte();
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for (uint32 iBlockX = 0; iBlockX < 4; iBlockX++)
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{
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@ -979,8 +979,8 @@ void CTextureDecoder::DecodeBlockBC2(IInputStream& rSrc, IOutputStream& rDst, ui
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void CTextureDecoder::DecodeBlockBC3(IInputStream& rSrc, IOutputStream& rDst, uint32 Width)
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{
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const uint16 PaletteA = rSrc.ReadShort();
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const uint16 PaletteB = rSrc.ReadShort();
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const uint16 PaletteA = rSrc.ReadUShort();
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const uint16 PaletteB = rSrc.ReadUShort();
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std::array<CColor, 4> Palettes{
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DecodePixelRGB565(PaletteA),
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@ -1000,7 +1000,7 @@ void CTextureDecoder::DecodeBlockBC3(IInputStream& rSrc, IOutputStream& rDst, ui
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for (uint32 iBlockY = 0; iBlockY < 4; iBlockY++)
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{
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const uint8 Byte = rSrc.ReadByte();
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const uint8 Byte = rSrc.ReadUByte();
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for (uint32 iBlockX = 0; iBlockX < 4; iBlockX++)
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{
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